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https://github.com/TorqueGameEngines/Torque3D.git
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commit
7b8df19a33
2 changed files with 4 additions and 4 deletions
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@ -4659,9 +4659,9 @@ Point3F Player::_move( const F32 travelTime, Collision *outCol )
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}
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Point3F distance = end - start;
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if (mFabs(distance.x) < mObjBox.len_x() &&
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mFabs(distance.y) < mObjBox.len_y() &&
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mFabs(distance.z) < mObjBox.len_z())
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if (mFabs(distance.x) < mScaledBox.len_x() &&
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mFabs(distance.y) < mScaledBox.len_y() &&
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mFabs(distance.z) < mScaledBox.len_z())
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{
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// We can potentially early out of this. If there are no polys in the clipped polylist at our
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// end position, then we can bail, and just set start = end;
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@ -593,7 +593,7 @@ S32 TSShapeInstance::setDetailFromDistance( const SceneRenderState *state, F32 s
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// 4:3 aspect ratio, we've changed the reference value
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// to 300 to be more compatible with legacy shapes.
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//
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const F32 pixelScale = state->getViewport().extent.y / 300.0f;
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const F32 pixelScale = (state->getViewport().extent.x / state->getViewport().extent.y);
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// This is legacy DTS support for older "multires" based
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// meshes. The original crossbow weapon uses this.
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